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Rhye's and Fall of Asia - Version 1.1

Discussion in 'Rhye's and Fall Modmods' started by civ-addicted, Feb 19, 2012.

  1. merijn_v1

    merijn_v1 Black Belt

    Joined:
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    5,430
    Location:
    The city of the original vlaai
    I will upload a new version with all the latest SVN updates soon.
     
  2. civ-addicted

    civ-addicted Chieftain

    Joined:
    Aug 8, 2009
    Messages:
    852
    Location:
    The City of the Lion
    Wow, i think you guys deserve a sincere apology.

    It has been quite some time (WELL over a year) since you last heard of me. But there are reasons, however.
    The last time i was here, i had this big plan to revisit Japan for the cherry blossoms. I planned on getting a job for 4 months, to earn some money and make a decent vacation.
    It's actually quite sad how this time sucked all motivation and creativity out of me, and the few times i came to play the game, i quit after a few minutes because... i don't know. Wasn't fun anymore. Being the one responsible, I found it pretty hard to admit that in front of you. I always was sure that this time would end last march when i go to Japan, and i can resume modding.
    As i wanted to quit, pretending i don't earn enough, they wanted to keep me pretty badly, so i got 4 weeks of vacation and more money for staying. A strange feeling to get what you asked for and not getting what you really want.
    So i spendt 4 weeks in Japan last spring, and it was pretty much the vacation i hoped for. I even met a girl from Singapore there; that, however, doesn't help modding at all at first. We ended up together, and she even plays a crucial role in me taking up modding again.
    Before Christmas, i finally quit that job i couldn't stand anymore (yet another reason being keeping me out of Singapore), and i will be spending a pretty long vacation in Southeast Asia this year, and, if the gods are good, find a job and work there for a while.
    Maybe it's a bit too personal, but i'm just trying to be honest.

    In January, when i realized how it will all be over soon, i tried to play the game a little, for good old times' sake, and suddenly all those ideas sprawled out of me. Some new UPs, new victories and how to balance the game. I even thought of new civs to add, but they could mess up everything.
    I uploaded a new Version to the SVN. Screwing around with the SDK took so much time, i could have done this two weeks ago :)

    I completly lost track of all the mods that maybe died, or new mods that emerged, and i really don't expect you guys to embrace me or rfca again after leaving you without saying anything. I just want to mod a little again and share what i made with you, and whoever's still interested, we could continue trying to make something that is worth wasting time on.

    Having said this, i can't thank merijn enough for being the life-support of this mod :worship:
     
  3. DC123456789

    DC123456789 Chieftain

    Joined:
    Feb 24, 2012
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    3,048
    Location:
    Canada
    Wow, you're alive! I think we all thought you had left Civ for good.

    What did you change in that big update?
     
  4. civ-addicted

    civ-addicted Chieftain

    Joined:
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    Location:
    The City of the Lion
    Mostly balancing, which is long overdue. Gupta, Vietnam and Korea always founded those useless cities, so they start with one settler each, effect being that Vietnam for example stays relativly weak instead of competing with Tang for the highest score. I went with the nerf bat over some basic mechanics, so you have a little time thinking which combination is best; confucianism gives only 10% city upkeep bonus (instead of 40, which was insanely overpowered), Nobility gives only +1 :gold: and :culture: instead of 2 each and so on. Oh, and some tweaks in the barb invasions.
    I altered some UPs and UHVs, to give those civs who deseve to be interesting another experience. Harappa needs to have a large Population until 550 AD, so you can settle some more cities, competing with the Greeks and the Indians. I also tried to fiddle with the AI, so if you play as Korea, you have to fight of Japanese Galleys. I finally implemented an old idea for the Chalukya UP, which gives a free specialist per mine in the capital; Concerning the Badami Cave Temples, that just fits too perfectly.
    Meanwhile, making the final civic changes, working on the minor religion spread and especially making the Chinese less rage-quitty is on the agenda. I'm not quite happy with Silk Road mechanics anymore, so i'm also brainstorming about them. I thought of having a more steady flow of science, gold and culture (incl. religions) as long as you have everything they want, while making the events less important, but feel free to give your two cents:)

    I made a new branch in the civic-XML which allows you to give a commerce bonus to specific specialists. Coding that was a total b***h though, because i totally underestimated the effort it would take, but it works now. :w00t: I can say however that i've grown more confident in coding, so i think i can try to experiment with the AI a little, to make them more do what they are supposed to.
     
  5. merijn_v1

    merijn_v1 Black Belt

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    Great to have you back. To be honest, I was afraid that you wouldn't return. With no one left to do the hard coding stuff, I was afraid that this mod would die. I still made some minor changes in the meantime, but with no real development I was afraid that most people would leave the mod.

    Also, being the only modder left, I lost motivation. Occasionally, I made some updates. But that was only because during the development of other mods, I noticed some minor changes could also apply to RFCA. So it was only copy-paste from the old mod and upload them. So I wasn't really developing this mod.

    However, only by reading you're back, I motivated again. I hope the development can get back to the level it was before you left. I'm still not able to do hard coding stuff, but I try to help you were I can. I do have a bit more python experience than before however. (I'm still not an expert, but maybe I could make some changes in that as well) I had some bigger changes in the pipeline all the time, but I wasn't really motivated to include them. But now, I am. I will upload them soon.

    I did plan myself to launch a new version soon. After reading this post, I wanted to launch a new version with all my small updates. This would be the final version of RFCA, as I didn't expect that I would do more development and I didn't expect you to return or someone taking over the role you had.
    I didn't upload it yet because I discovered something I wanted to fix first. This is a problem I discovered for my Dynamic Flag modcomp for DoC. If I had the fix for that modcomp, I could apply it for RFCA too. So a new version would be launched if I fix the issue. But you returned before I was able to.
     
  6. srpt

    srpt Deist

    Joined:
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    Toronto
    welcome back. very happy that RFCA is still in development.
     
  7. civ-addicted

    civ-addicted Chieftain

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    The flag thing is one of those that bugged me too, and i always shelved it because it's only really relevant for Jurchen and Mongolia, which come pretty late. But it would be great if we would get to make it work.
    A new version doesn't sound that bad :) But as i'm writing this, i'm trying to create a screen for my new silk road mechanic (it takes longer than i thought, hoped i could give a preview already), and i would like to experiment a little with it before releasing it.

    Good to hear :) One of the first things i did was look at your mod again, and was happy myself that some of the things i made are good enough to be used by others :lol:
     
  8. merijn_v1

    merijn_v1 Black Belt

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    The MoH flag does work. The flag next to the minimap changes properly. But the flag next to the units doesn't. Actually, it does, but not immediately. All existing units retain the old flag. They must be moved first in order to change their flag.
    All new units will get the new flag. Also, when you save and load the game, all flags have changed to the new MoH flag.

    So what's needed is some kind of check, that loops through all existing units of the MoH civ and changes the flag.


    I think we should create a complete new start. With a new release and a new thread. I think that would be good for the organization. So we start again from this point.
     
  9. civ-addicted

    civ-addicted Chieftain

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    I found that the flag of the unit changes as soon as you move another unit next to it, which would mean that if it becomes "visible" to the other; that would also explain why it works as it should with AI units.
    I did try some loops that go through the map, but it never worked as it should. :undecide:
    Fair point. I'd say that i'm done with what i wanted to do, the game runs stable as far as i can tell, so we should be ready. Unless you want to include something from your pile, we could make a new thread even tonight.
     
  10. merijn_v1

    merijn_v1 Black Belt

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    I don't have important things I want to include for next version. So I'm fine with the new release tonight.
     
  11. Tigranes

    Tigranes Armenian

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    Sep 11, 2008
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    I am very happy that you are back. :goodjob: You should visit our shores again -- and not alone anymore ;) (traveling alone always sucked for me personally).

    The major development since you were gone was that now RFCA and RFCE constitute very important alternative to DoC and CW stability-wise. Original Rhye's ideas about stability got fundamentally changed and embraced by the majority of players and I feel kind of disillusioned about it. I hope you wont go along that path :groucho:
     
  12. BenZL43

    BenZL43 Physician - still can't spell this correctly.

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    wow, welcome back! ^^
    which part of Southeast Asia you plan to travel to?
     

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